Report Information

More information from: https://www.marketresearchfuture.com/reports/2925

Entertainment Market Research Report - Global Forecast till 2027

Report / Search Code: MRFR/SEM/2149-CR Publish Date: February, 2020

Request Sample

Price 1-user PDF : $ 4450.0 Enterprise PDF : $ 6250.0

Description: Entertainment Robots Market Overview

The Entertainment Robots Market is expected to project at USD 3715.29 million and account at a CAGR of 23.06% during the forecast period of 2018 to 2023. The entertainment robots are specially manufactured for recreational purposes and are primarily important in the commercial and entertainment industry. These entertainment robots entertain people and especially kids by dancing, singing, and telling stories. Some of the famous robots in the entertainment industry so served for entertainment purposes are AIBO, Poo-Chi, iDOG, Bo-Wow, Gupi, Teksta, and i-Cybie are some of the important tools so served. The entertainment robots which come under the personal market developed for utilitarian purposes, and also for recreational, commercial, and for entertainment purposes. Covid 19 Analysis

The entertainment robots market experiences a declination in its production during the pandemic of COVID. COVID had a great impact on the manufacturing unit. A decrease in shortages of labor was marked. The outbreak also decreased the demand for production from end-users industries.The government imposed strict rules and regulations. He put forward the work from home initiatives for the employees. Wearing up masks and gloves was made compulsory and also strict actions were taken against those who tried violating the rules. Market Dynamics

Drivers

Rise in the growth of technology, improving the growth of the geriatric population, and increasing the demand for pushes up the entertainment robots market. The robots used for entertainment are incorporated with vision, machine learning, and cognitive computing which helps in learning and interacting with each other and also helps in the decision-making process. This is a perfect factor for driving the growth of the industry. In the year 2016, a United Kingdom-based company named Emotech LTD launched entertainment and toy robots having an evolution in personality where the entertainment and toy robots respond according to the situation. These robots are also used in different conditions like in the field of art, education, providing information, hospitality, and are also helpful in health and social care. Corporation on 9 January 2018, released an entertainer robot that had an integration of both artificial intelligence and analytics which controlled the movements of the robots.

Opportunities

The education robots are used for learning purposes thus increasing the opportunity for growth of the entertainment robots market. The rise in demand for both educational and for robots used for entertainment has stimulated the expansion of the entertainment robots market size. The rise in demand for educational robots among trainers, educational institutions, and parents which are used for educational purposes has allowed market growth. Along with the robots in entertainment some of them are also used for problem-solving, thinking critically, solving problems creatively and in an innovative manner, and doing the reasoning allows growth. There are robot companion pets who are used by senior citizens who are used for therapeutic and health purposes and also help to lessen loneliness. These companion robots make pet sounds and gestures which seem real thus allowing expansion of growth of the market. In the year of 2017, Hasbro, Inc. put forward the design of a smart robotics companion for the adults like us thus helping in rising the entertainment robots market size.

Challenges

The Rand D funding and the difficulties associated with the commercial entertainment robots market and the social and entertainment robots market highly involved in the human- machine interface is the challenging factor for the entertainment robots market.

Cumulative growth

Increase in demand for animatronics is the major factor for rising the entertainment robots market size. The rise of the geriatric [population helps in escalating the market growth.

Restraints

In case the initial costs of the entertainer robots are high then hamper in entertainment robots market growth and expansion of entertainment robots market size is marked. Segment Overview

By type

Globally the market has been split into product and end-user. Based on product, the market is bifurcated into entertainment and toy robots, robots used for education purposes, and robotic companion pets. Based on end-user, the global entertainment robots market and commercial entertainment robots market has been bifurcated into media, learning purposes, retail, and many more. The segmentation helps in analyzing the factors responsible for the growth and the strategies that help to approach the growth of the targeted markets. The bifurcation of the entertainment robots market also gives detailed analyses about your application areas.

By technology

Technological advancement helps in the modernization of the entertainment market and creates new opportunities for the market during the review period. Advancement in technology brings the use of many automated manufacturing production work of high productivity during the forecast period. A revolution in the entertainment market for toys and robots was marked where the growth of the market was seen. The role of the market in international affairs appeared to gain success. A larger production of robots took place who were capable of carrying out multiple tasks. It enhanced economic growth and led to the creation of new job opportunities. The growth in this technology includes force sensing, speech recognition, and the use of advanced mechanics.

Regional Analysis

The market size and the volume growth of the market give information about the product, end-users, and its segmentations so adopted by the country. The country’s where the marketing of entertainment and robot toys are high are the United States, Canada, Mexico, North America, Brazil, and some parts of South America including Germany, Italy, France, the United Kingdom, and some parts of Europe. Some of the other countries are the Philippines, Australia, some of the Asia-Pacific regions like India and China, Saudi Arabia, Indonesia, Thailand, Egypt, and many more. Asia-Pacific region dominates the entire industry due to the modernization and advancement of technology which boosts up the market size. North America is that region that covers up the entertainment robots market share in terms of size expansion and growth. Recent Developments

In April 2018, Sony made a partnership with Carnegie Mellon University who cooperates well with Sony in the research and development in the field of Artificial Intelligence and Robotics. In May 2017, Sphero agreed with another com[pany and developed an Ultimate Lightning McQueen, an app-enabled race car. Sphero has released an innovative and modernized SPRK Lightning Lab app. In July 2016, Robobuilder and SK Telecom signed MoU and created robots. Robobuilder submitted the humanoid rubber to Korea Hydro and Nuclear Plant groups.

Competitive Landscape

The competitive landscape provides a detailed analysis of the competitors present in the market. The competitors so present in the market carry out various strategic plans and take new market initiatives, launching new products of different widths and lengths, the strength and weaknesses of the competitors, the overview and the funds generated by the company, are the major focus so taken by the market players of the market. Some of the competitors are Kuk of Germany, Hasbro Inc. of the United States, Mattel Inc of United States, Sphero of United States, Bluefrog Robotics of France, Modular Robotics of United States, Robobuilder of South Korea, Sony Corporation of Japan, and Lego of Denmark.DBMR analysts provide competitive analysis for each other. Report Overview

From the report analysis, it was noted that the entertainment robots market provides insights about the factors prevailing in the market that have a huge impact on market growth during the forecast period. The report provides detailed analysis about the new recent developments, export and import regulations, production and manufacturing analysis, supply chain analysis, the rising market value and its growth, rise in strategic plans of the market players, product approvals, and its launches in the environment and also explains about the geographical expansions of the market. It also summarises the marketing decisions and the strategies that help in increasing the demand of the market. Infographic Summary: Contents:

Contents 1 Market Introduction 1.1 Definition 1.2 Scope Of The Study 1.3 Market Structure 1.4 List Of Assumptions 2 Research Methodology 2.1 Research Process 2.2 Primary Research 2.3 Secondary Research 2.4 Market Size Estimation 2.5 Forecast Model 3 Market Dynamics 3.1 Introduction 3.2 Drivers 3.2.1 Developing Artificial Intelligence Technology 3.2.2 Growing Aging Population 3.2.3 Increasing Demand For Animatronics 3.3 Restraints 3.3.1 High Initial Cost 3.4 Challenges 3.4.1 Technical Complexity Involved In Human–Machine Interface 3.5 Opportunities 3.5.1 Rising Demand Of Entertainment In Retail For Customer Engagement 4 Global Entertainment Robots Market, By Product 4.1 Overview 4.2 Robot Toys 4.3 Educational Robots 4.4 Robotic Companion Pets 5 Global Entertainment Robots Market, By End User 5.1 Overview 5.2 Media 5.3 Education 5.4 Retail 5.5 Others 6 Entertainment Robots Market, By Region 6.1 Introduction 6.2 North America 6.2.1 US 6.2.2 Canada 6.3 Europe 6.3.1 The UK 6.3.2 Germany 6.3.3 France 6.3.4 Rest Of Europe 6.4 Asia Pacific 6.4.1 China 6.4.2 Japan 6.4.3 India 6.4.4 Rest Of Asia Pacific 6.5 Rest Of The World (ROW) 7 Competitive Landscape 7.1 Competitive Landscape 8 Company Profile 8.1 KUKA (Germany) 8.1.1 Company Overview 8.1.2 Financial Overview 8.1.3 Products Offerings 8.1.4 Key Developments (2020-2027) 8.1.5 SWOT Analysis 8.1.6 Key Strategy 8.2 Hasbro, INC. (USA) 8.2.1 Company Overview 8.2.2 Financial Overview 8.2.3 Products Offerings 8.2.4 Key Developments (2020-2027) 8.2.5 SWOT Analysis 8.2.6 Key Strategy 8.3 MATTEL, INC (USA) 8.3.1 Company Overview 8.3.2 Financial Overview 8.3.3 Products Offerings 8.3.4 Key Developments (2020-2027) 8.3.5 SWOT Analysis 8.3.6 Key Strategy 8.4 SPHERO (USA) 8.4.1 Company Overview 8.4.2 Products Offerings 8.4.3 Key Developments (2020-2027) 8.4.4 Key Strategy 8.5 BLUEFROG ROBOTICS 8.5.1 Company Overview 8.5.2 Products Offerings 8.5.3 Key Developments (2020-2027) 8.5.4 Key Strategy 8.6 MODULAR ROBOTICS 8.6.1 Company Overview 8.6.2 Products Offerings 8.6.3 Key Developments (2020-2027) 8.6.4 SWOT Analysis 8.6.5 Key Strategy 8.7 ROBOBUILDER 8.7.1 Company Overview 8.7.2 Products Offerings 8.7.3 Key Developments (2020-2027) 8.7.4 SWOT Analysis 8.7.5 Key Strategy 8.8 SONY CORPORATION 8.8.1 Company Overview 8.8.2 Financial Overview 8.8.3 Products Offerings 8.8.4 Key Developments (2020-2027) 8.8.5 SWOT Analysis 8.8.6 Key Strategy 8.9 LEGO 8.9.1 Company Overview 8.9.2 Financial Overview 8.9.3 Products Offerings 8.9.4 Key Developments (2020-2027) 8.9.5 SWOT Analysis 8.9.6 Key Strategy 9 List Of Tables TABLE 1 LIST OF ASSUMPTIONS TABLE 2 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 3 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 4 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY REGION, 2020-2027 (USD MILLION) TABLE 5 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020-2027 (USD MILLION) TABLE 6 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 7 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) TABLE 8 US: ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020–2027 (USD MILLION) TABLE 9 US: ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 10 CANADA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 11 CANADA ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 12 EUROPE ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020-2027 (USD MILLION) TABLE 13 EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 14 EUROPE ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 15 THE UK ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 16 THE UK ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 17 GERMANY ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 18 GERMANY ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) TABLE 19 FRANCE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020–2027 (USD MILLION) TABLE 20 FRANCE ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 21 REST OF EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 22 REST OF EUROPE ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 23 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020-2027 (USD MILLION) TABLE 24 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 25 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 26 CHINA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 27 CHINA ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 28 JAPAN ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 29 JAPAN ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) TABLE 30 INDIA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020–2027 (USD MILLION) TABLE 31 INDIA ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 32 REST OF ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 33 REST OF ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020–2027 (USD MILLION) TABLE 34 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020-2027 (USD MILLION) TABLE 35 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) TABLE 36 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) 10 List Of Figures FIGURE 1 GLOBAL ENTERTAINMENT ROBOTS MARKET: MARKET STRUCTURE FIGURE 2 RESEARCH PROCESS OF MRFR FIGURE 3 TOP DOWN & BOTTOM UP APPROACH FIGURE 4 DROC ANALYSIS OF GLOBAL ENTERTAINMENT ROBOTS MARKET FIGURE 5 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020 TO 2027 (USD MILLION) FIGURE 6 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY END USER, 2020 TO 2027 (USD MILLION) FIGURE 7 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY REGION, 2020 TO 2027 (USD MILLION) FIGURE 8 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020 TO 2027 (USD MILLION) FIGURE 9 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020 TO 2027 (USD MILLION) FIGURE 10 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020 TO 2027 (USD MILLION) FIGURE 11 EUROPE: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020 TO 2027 (USD MILLION) FIGURE 12 EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) FIGURE 13 EUROPE ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) FIGURE 14 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2020 TO 2027 (USD MILLION) FIGURE 15 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) FIGURE 16 ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) FIGURE 17 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2020-2027 (USD MILLION) FIGURE 18 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY END–USER, 2020-2027 (USD MILLION) FIGURE 19 GLOBAL ENTERTAINMENT ROBOTS MARKET KEY PLAYERS MARKET POSITION, 2020 (%)

marketresearchfuture.com / Phone (US) + 1-646-845-9349 (UK) +44 208 133 9349